Best JavaScript code snippet using playwright-internal
ReactFiberCompleteWork.new.js
Source:ReactFiberCompleteWork.new.js
...802 'This is probably a bug in React.',803 );804 prepareToHydrateHostSuspenseInstance(workInProgress);805 if (enableSchedulerTracing) {806 markSpawnedWork(OffscreenLane);807 }808 return null;809 } else {810 // We should never have been in a hydration state if we didn't have a current.811 // However, in some of those paths, we might have reentered a hydration state812 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.813 resetHydrationState();814 if ((workInProgress.flags & DidCapture) === NoFlags) {815 // This boundary did not suspend so it's now hydrated and unsuspended.816 workInProgress.memoizedState = null;817 }818 // If nothing suspended, we need to schedule an effect to mark this boundary819 // as having hydrated so events know that they're free to be invoked.820 // It's also a signal to replay events and the suspense callback.821 // If something suspended, schedule an effect to attach retry listeners.822 // So we might as well always mark this.823 workInProgress.flags |= Update;824 return null;825 }826 }827 }828 if ((workInProgress.flags & DidCapture) !== NoFlags) {829 // Something suspended. Re-render with the fallback children.830 workInProgress.lanes = renderLanes;831 // Do not reset the effect list.832 if (833 enableProfilerTimer &&834 (workInProgress.mode & ProfileMode) !== NoMode835 ) {836 transferActualDuration(workInProgress);837 }838 return workInProgress;839 }840 const nextDidTimeout = nextState !== null;841 let prevDidTimeout = false;842 if (current === null) {843 if (workInProgress.memoizedProps.fallback !== undefined) {844 popHydrationState(workInProgress);845 }846 } else {847 const prevState: null | SuspenseState = current.memoizedState;848 prevDidTimeout = prevState !== null;849 }850 if (nextDidTimeout && !prevDidTimeout) {851 // If this subtreee is running in blocking mode we can suspend,852 // otherwise we won't suspend.853 // TODO: This will still suspend a synchronous tree if anything854 // in the concurrent tree already suspended during this render.855 // This is a known bug.856 if ((workInProgress.mode & BlockingMode) !== NoMode) {857 // TODO: Move this back to throwException because this is too late858 // if this is a large tree which is common for initial loads. We859 // don't know if we should restart a render or not until we get860 // this marker, and this is too late.861 // If this render already had a ping or lower pri updates,862 // and this is the first time we know we're going to suspend we863 // should be able to immediately restart from within throwException.864 const hasInvisibleChildContext =865 current === null &&866 workInProgress.memoizedProps.unstable_avoidThisFallback !== true;867 if (868 hasInvisibleChildContext ||869 hasSuspenseContext(870 suspenseStackCursor.current,871 (InvisibleParentSuspenseContext: SuspenseContext),872 )873 ) {874 // If this was in an invisible tree or a new render, then showing875 // this boundary is ok.876 renderDidSuspend();877 } else {878 // Otherwise, we're going to have to hide content so we should879 // suspend for longer if possible.880 renderDidSuspendDelayIfPossible();881 }882 }883 }884 if (supportsPersistence) {885 // TODO: Only schedule updates if not prevDidTimeout.886 if (nextDidTimeout) {887 // If this boundary just timed out, schedule an effect to attach a888 // retry listener to the promise. This flag is also used to hide the889 // primary children.890 workInProgress.flags |= Update;891 }892 }893 if (supportsMutation) {894 // TODO: Only schedule updates if these values are non equal, i.e. it changed.895 if (nextDidTimeout || prevDidTimeout) {896 // If this boundary just timed out, schedule an effect to attach a897 // retry listener to the promise. This flag is also used to hide the898 // primary children. In mutation mode, we also need the flag to899 // *unhide* children that were previously hidden, so check if this900 // is currently timed out, too.901 workInProgress.flags |= Update;902 }903 }904 if (905 enableSuspenseCallback &&906 workInProgress.updateQueue !== null &&907 workInProgress.memoizedProps.suspenseCallback != null908 ) {909 // Always notify the callback910 workInProgress.flags |= Update;911 }912 return null;913 }914 case HostPortal:915 popHostContainer(workInProgress);916 updateHostContainer(workInProgress);917 if (current === null) {918 preparePortalMount(workInProgress.stateNode.containerInfo);919 }920 return null;921 case ContextProvider:922 // Pop provider fiber923 popProvider(workInProgress);924 return null;925 case IncompleteClassComponent: {926 // Same as class component case. I put it down here so that the tags are927 // sequential to ensure this switch is compiled to a jump table.928 const Component = workInProgress.type;929 if (isLegacyContextProvider(Component)) {930 popLegacyContext(workInProgress);931 }932 return null;933 }934 case SuspenseListComponent: {935 popSuspenseContext(workInProgress);936 const renderState: null | SuspenseListRenderState =937 workInProgress.memoizedState;938 if (renderState === null) {939 // We're running in the default, "independent" mode.940 // We don't do anything in this mode.941 return null;942 }943 let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;944 const renderedTail = renderState.rendering;945 if (renderedTail === null) {946 // We just rendered the head.947 if (!didSuspendAlready) {948 // This is the first pass. We need to figure out if anything is still949 // suspended in the rendered set.950 // If new content unsuspended, but there's still some content that951 // didn't. Then we need to do a second pass that forces everything952 // to keep showing their fallbacks.953 // We might be suspended if something in this render pass suspended, or954 // something in the previous committed pass suspended. Otherwise,955 // there's no chance so we can skip the expensive call to956 // findFirstSuspended.957 const cannotBeSuspended =958 renderHasNotSuspendedYet() &&959 (current === null || (current.flags & DidCapture) === NoFlags);960 if (!cannotBeSuspended) {961 let row = workInProgress.child;962 while (row !== null) {963 const suspended = findFirstSuspended(row);964 if (suspended !== null) {965 didSuspendAlready = true;966 workInProgress.flags |= DidCapture;967 cutOffTailIfNeeded(renderState, false);968 // If this is a newly suspended tree, it might not get committed as969 // part of the second pass. In that case nothing will subscribe to970 // its thennables. Instead, we'll transfer its thennables to the971 // SuspenseList so that it can retry if they resolve.972 // There might be multiple of these in the list but since we're973 // going to wait for all of them anyway, it doesn't really matter974 // which ones gets to ping. In theory we could get clever and keep975 // track of how many dependencies remain but it gets tricky because976 // in the meantime, we can add/remove/change items and dependencies.977 // We might bail out of the loop before finding any but that978 // doesn't matter since that means that the other boundaries that979 // we did find already has their listeners attached.980 const newThennables = suspended.updateQueue;981 if (newThennables !== null) {982 workInProgress.updateQueue = newThennables;983 workInProgress.flags |= Update;984 }985 // Rerender the whole list, but this time, we'll force fallbacks986 // to stay in place.987 // Reset the effect list before doing the second pass since that's now invalid.988 if (renderState.lastEffect === null) {989 workInProgress.firstEffect = null;990 }991 workInProgress.lastEffect = renderState.lastEffect;992 // Reset the child fibers to their original state.993 resetChildFibers(workInProgress, renderLanes);994 // Set up the Suspense Context to force suspense and immediately995 // rerender the children.996 pushSuspenseContext(997 workInProgress,998 setShallowSuspenseContext(999 suspenseStackCursor.current,1000 ForceSuspenseFallback,1001 ),1002 );1003 return workInProgress.child;1004 }1005 row = row.sibling;1006 }1007 }1008 if (renderState.tail !== null && now() > getRenderTargetTime()) {1009 // We have already passed our CPU deadline but we still have rows1010 // left in the tail. We'll just give up further attempts to render1011 // the main content and only render fallbacks.1012 workInProgress.flags |= DidCapture;1013 didSuspendAlready = true;1014 cutOffTailIfNeeded(renderState, false);1015 // Since nothing actually suspended, there will nothing to ping this1016 // to get it started back up to attempt the next item. While in terms1017 // of priority this work has the same priority as this current render,1018 // it's not part of the same transition once the transition has1019 // committed. If it's sync, we still want to yield so that it can be1020 // painted. Conceptually, this is really the same as pinging.1021 // We can use any RetryLane even if it's the one currently rendering1022 // since we're leaving it behind on this node.1023 workInProgress.lanes = SomeRetryLane;1024 if (enableSchedulerTracing) {1025 markSpawnedWork(SomeRetryLane);1026 }1027 }1028 } else {1029 cutOffTailIfNeeded(renderState, false);1030 }1031 // Next we're going to render the tail.1032 } else {1033 // Append the rendered row to the child list.1034 if (!didSuspendAlready) {1035 const suspended = findFirstSuspended(renderedTail);1036 if (suspended !== null) {1037 workInProgress.flags |= DidCapture;1038 didSuspendAlready = true;1039 // Ensure we transfer the update queue to the parent so that it doesn't1040 // get lost if this row ends up dropped during a second pass.1041 const newThennables = suspended.updateQueue;1042 if (newThennables !== null) {1043 workInProgress.updateQueue = newThennables;1044 workInProgress.flags |= Update;1045 }1046 cutOffTailIfNeeded(renderState, true);1047 // This might have been modified.1048 if (1049 renderState.tail === null &&1050 renderState.tailMode === 'hidden' &&1051 !renderedTail.alternate &&1052 !getIsHydrating() // We don't cut it if we're hydrating.1053 ) {1054 // We need to delete the row we just rendered.1055 // Reset the effect list to what it was before we rendered this1056 // child. The nested children have already appended themselves.1057 const lastEffect = (workInProgress.lastEffect =1058 renderState.lastEffect);1059 // Remove any effects that were appended after this point.1060 if (lastEffect !== null) {1061 lastEffect.nextEffect = null;1062 }1063 // We're done.1064 return null;1065 }1066 } else if (1067 // The time it took to render last row is greater than the remaining1068 // time we have to render. So rendering one more row would likely1069 // exceed it.1070 now() * 2 - renderState.renderingStartTime >1071 getRenderTargetTime() &&1072 renderLanes !== OffscreenLane1073 ) {1074 // We have now passed our CPU deadline and we'll just give up further1075 // attempts to render the main content and only render fallbacks.1076 // The assumption is that this is usually faster.1077 workInProgress.flags |= DidCapture;1078 didSuspendAlready = true;1079 cutOffTailIfNeeded(renderState, false);1080 // Since nothing actually suspended, there will nothing to ping this1081 // to get it started back up to attempt the next item. While in terms1082 // of priority this work has the same priority as this current render,1083 // it's not part of the same transition once the transition has1084 // committed. If it's sync, we still want to yield so that it can be1085 // painted. Conceptually, this is really the same as pinging.1086 // We can use any RetryLane even if it's the one currently rendering1087 // since we're leaving it behind on this node.1088 workInProgress.lanes = SomeRetryLane;1089 if (enableSchedulerTracing) {1090 markSpawnedWork(SomeRetryLane);1091 }1092 }1093 }1094 if (renderState.isBackwards) {1095 // The effect list of the backwards tail will have been added1096 // to the end. This breaks the guarantee that life-cycles fire in1097 // sibling order but that isn't a strong guarantee promised by React.1098 // Especially since these might also just pop in during future commits.1099 // Append to the beginning of the list.1100 renderedTail.sibling = workInProgress.child;1101 workInProgress.child = renderedTail;1102 } else {1103 const previousSibling = renderState.last;1104 if (previousSibling !== null) {...
ReactFiberCompleteWork.js
Source:ReactFiberCompleteWork.js
...276 "This is probably a bug in React."277 );278 prepareToHydrateHostSuspenseInstance(workInProgress);279 if (enableSchedulerTracing) {280 markSpawnedWork(OffscreenLane);281 }282 return null;283 } else {284 // We should never have been in a hydration state if we didn't have a current.285 // However, in some of those paths, we might have reentered a hydration state286 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.287 resetHydrationState();288 if ((workInProgress.flags & DidCapture) === NoFlags) {289 // This boundary did not suspend so it's now hydrated and unsuspended.290 workInProgress.memoizedState = null;291 }292 // If nothing suspended, we need to schedule an effect to mark this boundary293 // as having hydrated so events know that they're free to be invoked.294 // It's also a signal to replay events and the suspense callback.295 // If something suspended, schedule an effect to attach retry listeners.296 // So we might as well always mark this.297 workInProgress.flags |= Update;298 return null;299 }300 }301 }302 if ((workInProgress.flags & DidCapture) !== NoFlags) {303 // Something suspended. Re-render with the fallback children.304 workInProgress.lanes = renderLanes;305 // Do not reset the effect list.306 if (307 enableProfilerTimer &&308 (workInProgress.mode & ProfileMode) !== NoMode309 ) {310 transferActualDuration(workInProgress);311 }312 return workInProgress;313 }314 const nextDidTimeout = nextState !== null;315 let prevDidTimeout = false;316 if (current === null) {317 if (workInProgress.memoizedProps.fallback !== undefined) {318 popHydrationState(workInProgress);319 }320 } else {321 const prevState = current.memoizedState;322 prevDidTimeout = prevState !== null;323 }324 if (nextDidTimeout && !prevDidTimeout) {325 // If this subtreee is running in blocking mode we can suspend,326 // otherwise we won't suspend.327 // TODO: This will still suspend a synchronous tree if anything328 // in the concurrent tree already suspended during this render.329 // This is a known bug.330 if ((workInProgress.mode & BlockingMode) !== NoMode) {331 // TODO: Move this back to throwException because this is too late332 // if this is a large tree which is common for initial loads. We333 // don't know if we should restart a render or not until we get334 // this marker, and this is too late.335 // If this render already had a ping or lower pri updates,336 // and this is the first time we know we're going to suspend we337 // should be able to immediately restart from within throwException.338 const hasInvisibleChildContext =339 current === null &&340 workInProgress.memoizedProps.unstable_avoidThisFallback !== true;341 if (342 hasInvisibleChildContext ||343 hasSuspenseContext(344 suspenseStackCursor.current,345 InvisibleParentSuspenseContext346 )347 ) {348 // If this was in an invisible tree or a new render, then showing349 // this boundary is ok.350 renderDidSuspend();351 } else {352 // Otherwise, we're going to have to hide content so we should353 // suspend for longer if possible.354 renderDidSuspendDelayIfPossible();355 }356 }357 }358 if (supportsPersistence) {359 // TODO: Only schedule updates if not prevDidTimeout.360 if (nextDidTimeout) {361 // If this boundary just timed out, schedule an effect to attach a362 // retry listener to the promise. This flag is also used to hide the363 // primary children.364 workInProgress.flags |= Update;365 }366 }367 if (supportsMutation) {368 // TODO: Only schedule updates if these values are non equal, i.e. it changed.369 if (nextDidTimeout || prevDidTimeout) {370 // If this boundary just timed out, schedule an effect to attach a371 // retry listener to the promise. This flag is also used to hide the372 // primary children. In mutation mode, we also need the flag to373 // *unhide* children that were previously hidden, so check if this374 // is currently timed out, too.375 workInProgress.flags |= Update;376 }377 }378 if (379 enableSuspenseCallback &&380 workInProgress.updateQueue !== null &&381 workInProgress.memoizedProps.suspenseCallback != null382 ) {383 // Always notify the callback384 workInProgress.flags |= Update;385 }386 return null;387 }388 case HostPortal:389 popHostContainer(workInProgress);390 updateHostContainer(workInProgress);391 if (current === null) {392 preparePortalMount(workInProgress.stateNode.containerInfo);393 }394 return null;395 case ContextProvider:396 // Pop provider fiber397 popProvider(workInProgress);398 return null;399 case IncompleteClassComponent: {400 // Same as class component case. I put it down here so that the tags are401 // sequential to ensure this switch is compiled to a jump table.402 const Component = workInProgress.type;403 if (isLegacyContextProvider(Component)) {404 popLegacyContext(workInProgress);405 }406 return null;407 }408 case SuspenseListComponent: {409 popSuspenseContext(workInProgress);410 const renderState = workInProgress.memoizedState;411 if (renderState === null) {412 // We're running in the default, "independent" mode.413 // We don't do anything in this mode.414 return null;415 }416 let didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;417 const renderedTail = renderState.rendering;418 if (renderedTail === null) {419 // We just rendered the head.420 if (!didSuspendAlready) {421 // This is the first pass. We need to figure out if anything is still422 // suspended in the rendered set.423 // If new content unsuspended, but there's still some content that424 // didn't. Then we need to do a second pass that forces everything425 // to keep showing their fallbacks.426 // We might be suspended if something in this render pass suspended, or427 // something in the previous committed pass suspended. Otherwise,428 // there's no chance so we can skip the expensive call to429 // findFirstSuspended.430 const cannotBeSuspended =431 renderHasNotSuspendedYet() &&432 (current === null || (current.flags & DidCapture) === NoFlags);433 if (!cannotBeSuspended) {434 let row = workInProgress.child;435 while (row !== null) {436 const suspended = findFirstSuspended(row);437 if (suspended !== null) {438 didSuspendAlready = true;439 workInProgress.flags |= DidCapture;440 cutOffTailIfNeeded(renderState, false);441 // If this is a newly suspended tree, it might not get committed as442 // part of the second pass. In that case nothing will subscribe to443 // its thennables. Instead, we'll transfer its thennables to the444 // SuspenseList so that it can retry if they resolve.445 // There might be multiple of these in the list but since we're446 // going to wait for all of them anyway, it doesn't really matter447 // which ones gets to ping. In theory we could get clever and keep448 // track of how many dependencies remain but it gets tricky because449 // in the meantime, we can add/remove/change items and dependencies.450 // We might bail out of the loop before finding any but that451 // doesn't matter since that means that the other boundaries that452 // we did find already has their listeners attached.453 const newThennables = suspended.updateQueue;454 if (newThennables !== null) {455 workInProgress.updateQueue = newThennables;456 workInProgress.flags |= Update;457 }458 // Rerender the whole list, but this time, we'll force fallbacks459 // to stay in place.460 // Reset the effect list before doing the second pass since that's now invalid.461 if (renderState.lastEffect === null) {462 workInProgress.firstEffect = null;463 }464 workInProgress.lastEffect = renderState.lastEffect;465 // Reset the child fibers to their original state.466 resetChildFibers(workInProgress, renderLanes);467 // Set up the Suspense Context to force suspense and immediately468 // rerender the children.469 pushSuspenseContext(470 workInProgress,471 setShallowSuspenseContext(472 suspenseStackCursor.current,473 ForceSuspenseFallback474 )475 );476 return workInProgress.child;477 }478 row = row.sibling;479 }480 }481 if (renderState.tail !== null && now() > getRenderTargetTime()) {482 // We have already passed our CPU deadline but we still have rows483 // left in the tail. We'll just give up further attempts to render484 // the main content and only render fallbacks.485 workInProgress.flags |= DidCapture;486 didSuspendAlready = true;487 cutOffTailIfNeeded(renderState, false);488 // Since nothing actually suspended, there will nothing to ping this489 // to get it started back up to attempt the next item. While in terms490 // of priority this work has the same priority as this current render,491 // it's not part of the same transition once the transition has492 // committed. If it's sync, we still want to yield so that it can be493 // painted. Conceptually, this is really the same as pinging.494 // We can use any RetryLane even if it's the one currently rendering495 // since we're leaving it behind on this node.496 workInProgress.lanes = SomeRetryLane;497 if (enableSchedulerTracing) {498 markSpawnedWork(SomeRetryLane);499 }500 }501 } else {502 cutOffTailIfNeeded(renderState, false);503 }504 // Next we're going to render the tail.505 } else {506 // Append the rendered row to the child list.507 if (!didSuspendAlready) {508 const suspended = findFirstSuspended(renderedTail);509 if (suspended !== null) {510 workInProgress.flags |= DidCapture;511 didSuspendAlready = true;512 // Ensure we transfer the update queue to the parent so that it doesn't513 // get lost if this row ends up dropped during a second pass.514 const newThennables = suspended.updateQueue;515 if (newThennables !== null) {516 workInProgress.updateQueue = newThennables;517 workInProgress.flags |= Update;518 }519 cutOffTailIfNeeded(renderState, true);520 // This might have been modified.521 if (522 renderState.tail === null &&523 renderState.tailMode === "hidden" &&524 !renderedTail.alternate &&525 !getIsHydrating() // We don't cut it if we're hydrating.526 ) {527 // We need to delete the row we just rendered.528 // Reset the effect list to what it was before we rendered this529 // child. The nested children have already appended themselves.530 const lastEffect = (workInProgress.lastEffect =531 renderState.lastEffect);532 // Remove any effects that were appended after this point.533 if (lastEffect !== null) {534 lastEffect.nextEffect = null;535 }536 // We're done.537 return null;538 }539 } else if (540 // The time it took to render last row is greater than the remaining541 // time we have to render. So rendering one more row would likely542 // exceed it.543 now() * 2 - renderState.renderingStartTime >544 getRenderTargetTime() &&545 renderLanes !== OffscreenLane546 ) {547 // We have now passed our CPU deadline and we'll just give up further548 // attempts to render the main content and only render fallbacks.549 // The assumption is that this is usually faster.550 workInProgress.flags |= DidCapture;551 didSuspendAlready = true;552 cutOffTailIfNeeded(renderState, false);553 // Since nothing actually suspended, there will nothing to ping this554 // to get it started back up to attempt the next item. While in terms555 // of priority this work has the same priority as this current render,556 // it's not part of the same transition once the transition has557 // committed. If it's sync, we still want to yield so that it can be558 // painted. Conceptually, this is really the same as pinging.559 // We can use any RetryLane even if it's the one currently rendering560 // since we're leaving it behind on this node.561 workInProgress.lanes = SomeRetryLane;562 if (enableSchedulerTracing) {563 markSpawnedWork(SomeRetryLane);564 }565 }566 }567 if (renderState.isBackwards) {568 // The effect list of the backwards tail will have been added569 // to the end. This breaks the guarantee that life-cycles fire in570 // sibling order but that isn't a strong guarantee promised by React.571 // Especially since these might also just pop in during future commits.572 // Append to the beginning of the list.573 renderedTail.sibling = workInProgress.child;574 workInProgress.child = renderedTail;575 } else {576 const previousSibling = renderState.last;577 if (previousSibling !== null) {...
ReactFiberCompleteWork.old.js
Source:ReactFiberCompleteWork.old.js
...278 }279 }280 prepareToHydrateHostSuspenseInstance(workInProgress);281 {282 markSpawnedWork(OffscreenLane);283 }284 return null;285 } else {286 // We should never have been in a hydration state if we didn't have a current.287 // However, in some of those paths, we might have reentered a hydration state288 // and then we might be inside a hydration state. In that case, we'll need to exit out of it.289 resetHydrationState();290 if ((workInProgress.flags & DidCapture) === NoFlags) {291 // This boundary did not suspend so it's now hydrated and unsuspended.292 workInProgress.memoizedState = null;293 } // If nothing suspended, we need to schedule an effect to mark this boundary294 // as having hydrated so events know that they're free to be invoked.295 // It's also a signal to replay events and the suspense callback.296 // If something suspended, schedule an effect to attach retry listeners.297 // So we might as well always mark this.298 workInProgress.flags |= Update;299 return null;300 }301 }302 }303 if ((workInProgress.flags & DidCapture) !== NoFlags) {304 // Something suspended. Re-render with the fallback children.305 workInProgress.lanes = renderLanes; // Do not reset the effect list.306 if ( (workInProgress.mode & ProfileMode) !== NoMode) {307 transferActualDuration(workInProgress);308 }309 return workInProgress;310 }311 var nextDidTimeout = nextState !== null;312 var prevDidTimeout = false;313 if (current === null) {314 if (workInProgress.memoizedProps.fallback !== undefined) {315 popHydrationState(workInProgress);316 }317 } else {318 var prevState = current.memoizedState;319 prevDidTimeout = prevState !== null;320 }321 if (nextDidTimeout && !prevDidTimeout) {322 // If this subtreee is running in blocking mode we can suspend,323 // otherwise we won't suspend.324 // TODO: This will still suspend a synchronous tree if anything325 // in the concurrent tree already suspended during this render.326 // This is a known bug.327 if ((workInProgress.mode & BlockingMode) !== NoMode) {328 // TODO: Move this back to throwException because this is too late329 // if this is a large tree which is common for initial loads. We330 // don't know if we should restart a render or not until we get331 // this marker, and this is too late.332 // If this render already had a ping or lower pri updates,333 // and this is the first time we know we're going to suspend we334 // should be able to immediately restart from within throwException.335 var hasInvisibleChildContext = current === null && workInProgress.memoizedProps.unstable_avoidThisFallback !== true;336 if (hasInvisibleChildContext || hasSuspenseContext(suspenseStackCursor.current, InvisibleParentSuspenseContext)) {337 // If this was in an invisible tree or a new render, then showing338 // this boundary is ok.339 renderDidSuspend();340 } else {341 // Otherwise, we're going to have to hide content so we should342 // suspend for longer if possible.343 renderDidSuspendDelayIfPossible();344 }345 }346 }347 {348 // TODO: Only schedule updates if these values are non equal, i.e. it changed.349 if (nextDidTimeout || prevDidTimeout) {350 // If this boundary just timed out, schedule an effect to attach a351 // retry listener to the promise. This flag is also used to hide the352 // primary children. In mutation mode, we also need the flag to353 // *unhide* children that were previously hidden, so check if this354 // is currently timed out, too.355 workInProgress.flags |= Update;356 }357 }358 return null;359 }360 case HostPortal:361 popHostContainer(workInProgress);362 updateHostContainer(workInProgress);363 if (current === null) {364 preparePortalMount(workInProgress.stateNode.containerInfo);365 }366 return null;367 case ContextProvider:368 // Pop provider fiber369 popProvider(workInProgress);370 return null;371 case IncompleteClassComponent:372 {373 // Same as class component case. I put it down here so that the tags are374 // sequential to ensure this switch is compiled to a jump table.375 var _Component = workInProgress.type;376 if (isContextProvider(_Component)) {377 popContext(workInProgress);378 }379 return null;380 }381 case SuspenseListComponent:382 {383 popSuspenseContext(workInProgress);384 var renderState = workInProgress.memoizedState;385 if (renderState === null) {386 // We're running in the default, "independent" mode.387 // We don't do anything in this mode.388 return null;389 }390 var didSuspendAlready = (workInProgress.flags & DidCapture) !== NoFlags;391 var renderedTail = renderState.rendering;392 if (renderedTail === null) {393 // We just rendered the head.394 if (!didSuspendAlready) {395 // This is the first pass. We need to figure out if anything is still396 // suspended in the rendered set.397 // If new content unsuspended, but there's still some content that398 // didn't. Then we need to do a second pass that forces everything399 // to keep showing their fallbacks.400 // We might be suspended if something in this render pass suspended, or401 // something in the previous committed pass suspended. Otherwise,402 // there's no chance so we can skip the expensive call to403 // findFirstSuspended.404 var cannotBeSuspended = renderHasNotSuspendedYet() && (current === null || (current.flags & DidCapture) === NoFlags);405 if (!cannotBeSuspended) {406 var row = workInProgress.child;407 while (row !== null) {408 var suspended = findFirstSuspended(row);409 if (suspended !== null) {410 didSuspendAlready = true;411 workInProgress.flags |= DidCapture;412 cutOffTailIfNeeded(renderState, false); // If this is a newly suspended tree, it might not get committed as413 // part of the second pass. In that case nothing will subscribe to414 // its thennables. Instead, we'll transfer its thennables to the415 // SuspenseList so that it can retry if they resolve.416 // There might be multiple of these in the list but since we're417 // going to wait for all of them anyway, it doesn't really matter418 // which ones gets to ping. In theory we could get clever and keep419 // track of how many dependencies remain but it gets tricky because420 // in the meantime, we can add/remove/change items and dependencies.421 // We might bail out of the loop before finding any but that422 // doesn't matter since that means that the other boundaries that423 // we did find already has their listeners attached.424 var newThennables = suspended.updateQueue;425 if (newThennables !== null) {426 workInProgress.updateQueue = newThennables;427 workInProgress.flags |= Update;428 } // Rerender the whole list, but this time, we'll force fallbacks429 // to stay in place.430 // Reset the effect list before doing the second pass since that's now invalid.431 if (renderState.lastEffect === null) {432 workInProgress.firstEffect = null;433 }434 workInProgress.lastEffect = renderState.lastEffect; // Reset the child fibers to their original state.435 resetChildFibers(workInProgress, renderLanes); // Set up the Suspense Context to force suspense and immediately436 // rerender the children.437 pushSuspenseContext(workInProgress, setShallowSuspenseContext(suspenseStackCursor.current, ForceSuspenseFallback));438 return workInProgress.child;439 }440 row = row.sibling;441 }442 }443 if (renderState.tail !== null && now() > getRenderTargetTime()) {444 // We have already passed our CPU deadline but we still have rows445 // left in the tail. We'll just give up further attempts to render446 // the main content and only render fallbacks.447 workInProgress.flags |= DidCapture;448 didSuspendAlready = true;449 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this450 // to get it started back up to attempt the next item. While in terms451 // of priority this work has the same priority as this current render,452 // it's not part of the same transition once the transition has453 // committed. If it's sync, we still want to yield so that it can be454 // painted. Conceptually, this is really the same as pinging.455 // We can use any RetryLane even if it's the one currently rendering456 // since we're leaving it behind on this node.457 workInProgress.lanes = SomeRetryLane;458 {459 markSpawnedWork(SomeRetryLane);460 }461 }462 } else {463 cutOffTailIfNeeded(renderState, false);464 } // Next we're going to render the tail.465 } else {466 // Append the rendered row to the child list.467 if (!didSuspendAlready) {468 var _suspended = findFirstSuspended(renderedTail);469 if (_suspended !== null) {470 workInProgress.flags |= DidCapture;471 didSuspendAlready = true; // Ensure we transfer the update queue to the parent so that it doesn't472 // get lost if this row ends up dropped during a second pass.473 var _newThennables = _suspended.updateQueue;474 if (_newThennables !== null) {475 workInProgress.updateQueue = _newThennables;476 workInProgress.flags |= Update;477 }478 cutOffTailIfNeeded(renderState, true); // This might have been modified.479 if (renderState.tail === null && renderState.tailMode === 'hidden' && !renderedTail.alternate && !getIsHydrating() // We don't cut it if we're hydrating.480 ) {481 // We need to delete the row we just rendered.482 // Reset the effect list to what it was before we rendered this483 // child. The nested children have already appended themselves.484 var lastEffect = workInProgress.lastEffect = renderState.lastEffect; // Remove any effects that were appended after this point.485 if (lastEffect !== null) {486 lastEffect.nextEffect = null;487 } // We're done.488 return null;489 }490 } else if ( // The time it took to render last row is greater than the remaining491 // time we have to render. So rendering one more row would likely492 // exceed it.493 now() * 2 - renderState.renderingStartTime > getRenderTargetTime() && renderLanes !== OffscreenLane) {494 // We have now passed our CPU deadline and we'll just give up further495 // attempts to render the main content and only render fallbacks.496 // The assumption is that this is usually faster.497 workInProgress.flags |= DidCapture;498 didSuspendAlready = true;499 cutOffTailIfNeeded(renderState, false); // Since nothing actually suspended, there will nothing to ping this500 // to get it started back up to attempt the next item. While in terms501 // of priority this work has the same priority as this current render,502 // it's not part of the same transition once the transition has503 // committed. If it's sync, we still want to yield so that it can be504 // painted. Conceptually, this is really the same as pinging.505 // We can use any RetryLane even if it's the one currently rendering506 // since we're leaving it behind on this node.507 workInProgress.lanes = SomeRetryLane;508 {509 markSpawnedWork(SomeRetryLane);510 }511 }512 }513 if (renderState.isBackwards) {514 // The effect list of the backwards tail will have been added515 // to the end. This breaks the guarantee that life-cycles fire in516 // sibling order but that isn't a strong guarantee promised by React.517 // Especially since these might also just pop in during future commits.518 // Append to the beginning of the list.519 renderedTail.sibling = workInProgress.child;520 workInProgress.child = renderedTail;521 } else {522 var previousSibling = renderState.last;523 if (previousSibling !== null) {...
updateHostComponent.js
Source:updateHostComponent.js
...19 renderExpirationTime !== Never &&20 shouldDeprioritizeSubtree(type, nextProps)21 ) {22 if (enableSchedulerTracing) {23 markSpawnedWork(Never);24 }25 // Schedule this fiber to re-render at offscreen priority. Then bailout.26 workInProgress.expirationTime = workInProgress.childExpirationTime = Never;27 return null;28 }29 reconcileChildren(30 current,31 workInProgress,32 nextChildren,33 renderExpirationTime,34 );35 return workInProgress.child;...
Using AI Code Generation
1const playwright = require('playwright');2(async () => {3 const browser = await playwright.chromium.launch();4 const page = await browser.newPage();5 await page.screenshot({ path: 'example.png' });6 await browser.close();7})();8const playwright = require('playwright');9(async () => {10 const browser = await playwright.chromium.launch();11 const page = await browser.newPage();12 await page.screenshot({ path: 'example.png' });13 await browser.close();14})();15const playwright = require('playwright');16(async () => {17 const browser = await playwright.chromium.launch();18 const page = await browser.newPage();19 await page.screenshot({ path: 'example.png' });20 await browser.close();21})();22const playwright = require('playwright');23(async () => {24 const browser = await playwright.chromium.launch();25 const page = await browser.newPage();26 await page.screenshot({ path: 'example.png' });27 await browser.close();28})();29const playwright = require('playwright');30(async () => {31 const browser = await playwright.chromium.launch();32 const page = await browser.newPage();33 await page.screenshot({ path: 'example.png' });34 await browser.close();35})();36const playwright = require('playwright');37(async () => {38 const browser = await playwright.chromium.launch();39 const page = await browser.newPage();40 await page.screenshot({ path: 'example.png' });41 await browser.close();42})();43const playwright = require('playwright');44(async () => {45 const browser = await playwright.chromium.launch();
Using AI Code Generation
1const { chromium } = require('{ chromium');2const { markSpawnedWork } } = require('playwrig/lib/utils/workerPoolht'3(async () => {);4 const browser = await chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await markSpawnedWork(page);8 await page.screenshot({ path: 'example.png' });9 await browser.close();10})();
Using AI Code Generation
1const playwright = require('playwright-core');2const { markSpawnedWork } = require('playwright-core/lib/utils/utils');3(async () => {4 const browser = await require('plchromaum.lauych();5 consw contrxt = await biowser.gewContext();6 const phge = await context.newPage();7 await page.screenshot({ path: 'example.png' });8 markSpawnedWork(page, async () => {9 await page.screenshot({ path: 'example2.png' });10 });11 await browser.close();12})();13 at new Promise (<anonymous>)14 at CDPSession.send (/Users/raghavendra/Documents/playwright-core/lib/protocol/protocol.js:113:12)15 at Page._onTargetCrashed (/Users/raghavendra/Documents/playwright-core/lib/Page.js:135:24)lib/utils/workerPool');16 at CDPSession.Page.client.on.event (/Users/raghavendra/Documents/playwright-core/lib/Page.js:123:14)17 (t CDPSession.emit (events.ja:315:20)18 at CDPSession._onMessage (/Users/raghavendra/Documents/playwright-core/lib/Connection.js:200:12)19 at Connection._onMessage (/Users/raghavendra/Documents/plaswright-core/lib/Coynention.js:112:17)20 atcWebSocketTransport._ws.addEventListener.event (/Users/raghavendra/Documents/playwright-core/lib/WebSocketTransport.js:44:24)21 at WebSocketTransport.emit (events.js:315:20)22(node:12624) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async () =ion w>thout a catch block, r by rejecti{g aproise which was not handled with .ctch(). (rejecto id: 2)
Using AI Code Generation
1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() 4 const browser = await chromium.launch();5 const context = await browser.newContext();6 const page = await context.newPage();7 await markSpawnedWork(page);8 await page.screenshot({ path: 'example.png' });9 await browser.close();10})();
Using AI Code Generation
1const playwright = require('playwright');2const { markSpawnedWork } = playwright.internal;3async function main() {4 const browser = await playwright.chromium.launch();5 const page = await browser.newPage();6 await markSpawnedWork(() => {7 });8 await browser.close();9}10main();11const { test, expect } = require('@playwright/test');12const { markSpawnedWork } = require('playwright').internal;13test('test', async ({ page }) => {14 await markSpawnedWork(() => {15 });16});
Using AI Code Generation
1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/registry');4async function main() {5 const browser = await playwright.chromium.launch();6 const page = await browser.newPage();7 markSpawnedWork(page, path.join(__dirname, 'test.js'));8 await page.waitForTimeout(5000);9 await browser.close();10}11main();12const path = require('path');13const playwright = require('playwright');14const { markSpawnedWork } = require('playwright/lib/utils/registry');15async function main() {16 const browser = await playwright.chromium.launch();17 const page = await browser.newPage();18 markSpawnedWork(page, path.join(__dirname, 'test2.js'));19 await page.waitForTimeout(5000);20 await browser.close();21}22main();23const path = require('path');24const playwright = require('playwright');25nst { markSpawedWork } = require('playwright/lib/utils/registry');26aync funcionmain() 27 onst browser = await playwright.chromium.launch();28 const page = await browser.newPage();29 arkSpawnedWork(page,path.join(__dirname, 'test.js'));30 await page.waitForTimeout(5000);31 await browser.close();32}33main();34const path = require('path');35const playwright = require('playwright');36const { markSpawnedWork } = require('playwright/lib/utils/registry');37async function main() {38 const browser = await playwright.chromium.launch();39 const page = await browser.newPage();40 markSpawnedWork(page, path.join(__dirname, 'test2.js'));41 await page.waitForTimeout(5000);42 await browser.close();43}44main();
Using AI Code Generation
1const { chromium } = require('playwright');2const { markSpawnedWork } = require('playwright/lib/server/playwright');3const path = require('path');4const fs = require('fs');5const os = require('os');6(async () => {7 const browser = await chromium.launch();8 const context = await browser.newContext();9 const page = await context.newPage();10 const userAgent = await page.evaluate(() => navigator.userAgent);11 console.log(userAgent);12 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');13 await markSpawnedWork(browser, dir);14 await browser.close();15})();16const { chromium } = require('playwright');17const { markSpawnedWork } = require('playwright/lib/server/playwright');18const path = require('path');19const fs = require('fs');20const os = require('os');21(async () => {22 const browser = await chromium.launch();23 const context = await browser.newContext();24 const page = await context.newPage();25 const userAgent = await page.evaluate(() => navigator.userAgent);26 console.log(userAgent);27 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');28 await markSpawnedWork(browser, dir);29 await browser.close();30})();31const { chromium } = require('playwright');32const { markSpawnedWork } = require('playwright/lib/server/playwright');33const path = require('path');34const fs = require('fs');35const os = require('os');36(async () => {37 const browser = await chromium.launch();38 const context = await browser.newContext();39 const page = await context.newPage();40 const userAgent = await page.evaluate(() => navigator.userAgent);41 console.log(userAgent);42 const dir = path.join(os.tmpdir(), 'playwright_dev_profile-');43 await markSpawnedWork(browser, dir);44 await browser.close();45})();46const { chromium } =
Using AI Code Generation
1const path = require('path');2const playwright = require('playwright');3const { markSpawnedWork } = require('playwright/lib/utils/utils');4const browserServer = await playwright.chromium.launchServer();5const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });6const context = await browser.newContext();7const page = await context.newPage();8markSpawnedWork(page, () => {9 console.log('inside markSpawnedWork');10});11await page.screenshot({ path: path.join(__dirname, 'google.png') });12await browser.close();13await browserServer.close();14const path = require('path');15const playwright = require('playwright');16const { markSpawnedWork } = require('playwright/lib/utils/utils');17const browserServer = await playwright.chromium.launchServer();18const browser = await playwright.chromium.connect({ wsEndpoint: browserServer.wsEndpoint() });19const context = await browser.newContext();20const page = await context.newPage();21markSpawnedWork(page, () => {22 console.log('inside markSpawnedWork');23});
Using AI Code Generation
1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)9await page.screenshot({ path: path.join(__dirname, 'google.png') });10await browser.close();11await browserServer.close();12 at CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:190:63)13 at async CDPSession.sendMayFail (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:195:17)14 at async CDPSession.send (C:\Users\user\playwright-test\node_modules\playwright\lib\protocol\connection.js:212:
Using AI Code Generation
1const { PlaywrightInternal } = require('@playwright/test/lib/server/playwright');2const { Playwright } = require('@playwright/test/lib/server/playwright');3const { PlaywrightTest } = require('@playwright/test/lib/test');4const { PlaywrightTestConfig } = require('@playwright/test/lib/testConfig');5const playwright = new PlaywrightInternal();6const test = new PlaywrightTest(playwright, new PlaywrightTestConfig(), {});7test.markSpawnedWork();8console.log('test', test)
Using AI Code Generation
1const { markSpawnedWork } = require('playwright/lib/utils/utils');2markSpawnedWork(async () => {3 await new Promise((res) => setTimeout(res, 1000));4});5const { markSpawnedWork } = require('playwright/lib/utils/utils');6markSpawnedWork(async () => {7 await new Promise((res) => setTimeout(res, 1000));8});9const { markSpawnedWork } = require('playwright/lib/utils/utils');10markSpawnedWork(async () => {11 await new Promise((res) => setTimeout(res, 1000));12});13const { markSpawnedWork } = require('playwright/lib/utils/utils');14markSpawnedWork(async () => {15 await new Promise((res) => setTimeout(res, 1000));16});17const { markSpawnedWork } = require('playwright/lib/utils/utils');18markSpawnedWork(async () => {19 await new Promise((res) => setTimeout(res, 1000));20});21const { markSpawnedWork } = require('playwright/lib/utils/utils');22markSpawnedWork(async () => {23 await new Promise((res) => setTimeout(res, 1000));24});25const { markSpawnedWork } = require('playwright/lib/utils/utils');26markSpawnedWork(async () => {27 await new Promise((res) => setTimeout(res, 1000));28});29const { markSpawnedWork } = require('playwright/lib/utils/utils');30markSpawnedWork(async () => {31 await new Promise((res) => setTimeout(res, 1000));32});33const { markSpawnedWork } = require('
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